0:00:02.639,0:00:06.910 In the earliest days of gaming, it was all[br]about the high score. 0:00:06.910,0:00:11.410 Arcade classics like Pac-Man and Donkey Kong[br]couldn’t be finished because they just looped 0:00:11.410,0:00:15.830 around forever - and so the challenge was[br]to see how high of a score you could rack 0:00:15.830,0:00:19.710 up before you finally screwed up and got a[br]game over. 0:00:19.710,0:00:23.260 Beating your personal best provided a goal[br]to strive for. 0:00:23.260,0:00:27.810 And once Space Invaders introduced the concept[br]of saving high scores, they also provided 0:00:27.810,0:00:33.060 competition, as nearby players could jostle[br]for the top spots on the leaderboard. 0:00:33.060,0:00:37.120 But as gaming moved over to home consoles,[br]the focus shifted to titles that could be 0:00:37.120,0:00:38.370 finished. 0:00:38.370,0:00:43.170 Games like Mega Man and Castlevania did hold[br]onto scores, for a time, but players were 0:00:43.170,0:00:47.300 more interested in fighting the end boss,[br]saving the princess, and seeing the end of 0:00:47.300,0:00:48.350 the story. 0:00:48.350,0:00:53.609 And as for competition, real time multiplayer[br]became more interesting than leaderboards. 0:00:53.609,0:00:59.129 The glory days of points, high scores, and[br]personal bests, was over. 0:00:59.129,0:01:03.829 But the question I want to explore in this[br]video, is whether or not this old school relic 0:01:03.829,0:01:06.610 can still be relevant in modern game design? 0:01:06.610,0:01:09.600 Is there still a place for high scores in[br]2018? 0:01:09.600,0:01:11.369 Well, the answer is obviously: yes. 0:01:11.369,0:01:12.450 Thanks for watching. 0:01:12.450,0:01:13.450 See you next time. 0:01:13.450,0:01:17.710 Because some games straight up emulate arcade[br]game design - like the intense twin-stick 0:01:17.710,0:01:22.460 shooter Tormenter X Punisher, which simply[br]asks you to survive against infinite waves 0:01:22.460,0:01:26.710 of demons for as long as possible, and then[br]compare your score with others on an online 0:01:26.710,0:01:27.710 leaderboard. 0:01:27.710,0:01:28.890 And that’s fun. 0:01:28.890,0:01:33.330 But unless you’re really good, or have very[br]competitive friends, or just get a bit addicted 0:01:33.330,0:01:39.560 to chasing your personal best - these endless[br]arcade-like games can have quite limited staying power. 0:01:39.560,0:01:44.640 So I’m more interested in games that lay[br]retro score systems on top of modern design 0:01:44.640,0:01:47.220 - and find awesome advantages for doing so. 0:01:47.220,0:01:51.700 Like, for one, scores can provide an additional[br]level of difficulty. 0:01:51.700,0:01:56.680 For example, in the anxiety-inducing rhythm[br]nightmare that is Thumper, getting to the 0:01:56.680,0:02:01.530 end of the stage is one thing - but doing[br]so with a high enough score to earn an S rank 0:02:01.530,0:02:05.969 is something else entirely, and only for those[br]with serious skills. 0:02:05.969,0:02:09.700 This is cool, because it essentially gives[br]the game multiple levels of difficulty - but 0:02:09.700,0:02:12.590 avoids all the issues of having a difficulty[br]select screen. 0:02:12.590,0:02:16.040 You know, like how you have to choose your[br]own level of skill, before you’ve played 0:02:16.040,0:02:21.020 a second of gameplay, and with no real context[br]for what “hard” actually means in this game. 0:02:21.020,0:02:24.680 Instead, you just play the game as well as[br]you can, and you’re rewarded for whatever 0:02:24.690,0:02:26.680 skill level you bring to table. 0:02:26.680,0:02:32.260 I really enjoyed this approach to difficulty[br]in the most recent Zachtronics game, Opus Magnum. 0:02:32.260,0:02:35.990 The goal of this one is to design bonkers[br]mechanical machines that can automatically 0:02:35.990,0:02:40.550 turn raw elements into potions, poisons, and[br]other alchemical nonsense. 0:02:40.550,0:02:44.920 You’re given infinite money, space, and[br]programming lines - so any machine that actually 0:02:44.920,0:02:48.060 spits out the required product is seen as[br]a success. 0:02:48.060,0:02:52.209 No matter how inefficient or expensive your[br]creation is, you can finish the level and 0:02:52.209,0:02:53.849 move on with your life. 0:02:53.849,0:02:57.990 But - and here’s where the scoring system[br]comes in - your machine will be marked in 0:02:57.990,0:02:59.360 three different criteria. 0:02:59.360,0:03:04.250 There’s the cost of the components you’ve[br]used, the surface area of your machine, and 0:03:04.250,0:03:08.560 the number of cycles your creation goes through[br]before completion, which measures the efficiency 0:03:08.560,0:03:09.730 of your work. 0:03:09.730,0:03:14.120 Your scores are then displayed on a histogram,[br]that shows you how well you performed compared 0:03:14.120,0:03:18.360 to the average scores of every other Opus[br]Magnum player in the world. 0:03:18.360,0:03:23.370 And seeing that your machine is hideously[br]below average in cycles is just the kick up 0:03:23.370,0:03:26.660 the arse you might need to go back in, rethink[br]your approach, put down some more tracks and 0:03:26.660,0:03:30.629 arms, and see the number of cycles start to[br]drop. 0:03:30.629,0:03:33.150 What I love about this is how it’s so player[br]driven. 0:03:33.150,0:03:37.379 It’s up to you whether good enough is good[br]enough, and then it’s down to you how you 0:03:37.379,0:03:38.890 optimise your machine. 0:03:38.890,0:03:42.880 Maybe you find it really fun to make small,[br]tightly contained machines. 0:03:42.880,0:03:45.560 Or mechanisms that work with the cheapest[br]parts possible. 0:03:45.560,0:03:47.370 Or the most efficient machines. 0:03:47.370,0:03:50.489 Or perhaps something balanced across all three[br]criteria. 0:03:50.489,0:03:54.439 Zachtronics could have put a strict goal on[br]each level - you know, you must finish this 0:03:54.439,0:03:59.180 stage in under 200 gold or with fewer than[br]60 cycles - and some players will need that 0:03:59.180,0:04:00.450 to push them to play better. 0:04:00.450,0:04:04.659 But, for me, seeing my crappy performance[br]ranked against the world’s averages was 0:04:04.659,0:04:10.050 more than enough motivation to get back in[br]there, optimise my awful creations, and challenge 0:04:10.050,0:04:11.840 myself to be better. 0:04:11.840,0:04:15.140 But a scoring system is not just about making[br]the game more difficult. 0:04:15.140,0:04:18.380 Because scores can reveal completely new ways[br]to play. 0:04:18.390,0:04:22.800 In a Platinum brawler like Bayonetta, getting[br]a high score doesn’t just mean making fewer 0:04:22.800,0:04:28.300 mistakes - it means playing in a fundamentally[br]different way to a novice, button-bashing scrub. 0:04:28.300,0:04:33.000 Getting Pure Platinum medals means using those[br]complex combos (that novices can ignore). 0:04:33.010,0:04:35.290 It means fighting quickly to chain together[br]enemies. 0:04:35.290,0:04:38.440 It means using complex moves like the taunt,[br]and dodge offset. 0:04:38.440,0:04:43.940 Now I don’t really know, or - to be honest[br]- care all that much about the medals in Platinum games. 0:04:43.940,0:04:48.240 But there is one series where I have totally[br]internalised the scoring system to the point 0:04:48.240,0:04:50.580 where I could write a dissertation on its[br]design. 0:04:53.580,0:04:56.180 It’s the Tony Hawks Pro Skater games. 0:04:56.190,0:05:00.220 So here, most of the goals require a very[br]basic understanding of the game’s moves 0:05:00.220,0:05:01.350 and mechanics. 0:05:01.350,0:05:05.900 You don’t need to know how to do a variable[br]heel-flip to knock a foreman into water, after all. 0:05:05.900,0:05:08.060 Or at least I hope that’s water. 0:05:08.060,0:05:12.220 But if you want to go for a high score - then[br]you’ll suddenly need to use the full skateboarding 0:05:12.220,0:05:13.300 system on offer. 0:05:13.300,0:05:17.330 You’ll need to chain together multiple moves[br]- using the revert and manual to keep your 0:05:17.330,0:05:21.780 combo going across the level - to gain a score[br]multiplier that massively boosts your points. 0:05:21.780,0:05:26.510 You’ll need to use lots of different tricks,[br]because you’ll get fewer and fewer points every time 0:05:26.510,0:05:28.190 you repeat the same move. 0:05:28.190,0:05:32.320 You might want to add in spins and stance[br]switches, because they give you more points, too. 0:05:32.320,0:05:36.180 And you’ll want to move around the level,[br]because special gaps between bits of the stage 0:05:36.190,0:05:37.840 offer big point bonuses. 0:05:37.840,0:05:42.340 Basically, to get a high score in Tony Hawks,[br]you need to fully understand every part of 0:05:42.340,0:05:46.900 the trick system - and approach the game in[br]a different way to those who are playing more casually. 0:05:46.900,0:05:50.740 And then - here’s the cheeky bit - when[br]you’re ready to go for high score, you’ll 0:05:50.740,0:05:54.540 actually find yourself playing the game in[br]the way the designers intended. 0:05:54.540,0:05:58.140 Because the things you’re given points for[br]actually encourage you to play Tony Hawks 0:05:58.140,0:05:59.970 in the most interesting way. 0:05:59.970,0:06:03.650 The degrading points on repeated moves makes[br]you play with more variety. 0:06:03.650,0:06:07.590 The bonuses for racking up combos puts you[br]at higher and higher risk of bailing. 0:06:07.590,0:06:10.430 And the use of gaps pushes you to move around[br]the level. 0:06:10.430,0:06:13.940 Because scores can encourage you to see the[br]intended experience. 0:06:13.940,0:06:17.760 In a game like Metal Gear Solid V, you can[br]play the game in pretty much any way you like 0:06:17.760,0:06:21.780 - from being a sneaky, stealthy snake in the[br]grass - to simply calling in a big attack 0:06:21.780,0:06:23.600 chopper to mow down waves of enemies. 0:06:23.600,0:06:27.290 It’s up to you how you play, and the game[br]doesn’t do much to force you to act in any 0:06:27.290,0:06:28.440 specific way. 0:06:28.440,0:06:31.700 But if you’re interested in getting high[br]rankings, then you might want to shift the 0:06:31.700,0:06:32.900 way you approach things. 0:06:32.900,0:06:37.220 After every mission, you’re given[br]a score - with points added for accuracy, 0:06:37.220,0:06:42.720 speedy gameplay, and rescuing prisoners - but[br]points deducted for getting spotted or taking damage. 0:06:42.720,0:06:46.920 This means that you’re not exactly punished[br]for playing in a gung-ho, Rambo-kinda way 0:06:46.920,0:06:51.340 - but you are rewarded for being more sneaky[br]and Snake-like. 0:06:51.400,0:06:54.700 So scores are not just a relic of the arcade[br]era. 0:06:54.710,0:06:58.360 And not just for nostalgic games that try[br]to capture that coin-op feel. 0:06:58.360,0:07:02.080 They can jive with modern design for all sorts[br]of advantages. 0:07:02.080,0:07:03.900 But they’re not foolproof. 0:07:03.900,0:07:07.640 Many players have complained about feeling[br]discouraged when - at the end of a seemingly 0:07:07.640,0:07:12.400 successful run through a level in a Platinum[br]game, they’re slapped down with a crappy grade. 0:07:12.400,0:07:14.080 Oof, that doesn’t feel very good. 0:07:14.080,0:07:18.440 And because scores are completely optional,[br]there is the risk that some will never see 0:07:18.440,0:07:20.380 the real experience. 0:07:20.380,0:07:24.170 If you can button bash your way to the end[br]of Bayonetta, plenty of players will see no 0:07:24.170,0:07:29.500 reason to explore the full combo list, keep[br]chains going, or use that dodge offset. 0:07:29.500,0:07:34.620 But there is a game that goes some way to[br]solve these two issues: the cheeky, twin-stick 0:07:34.620,0:07:37.780 shooter Assault Android Cactus. 0:07:37.780,0:07:41.600 So in this game, it’s totally possible to[br]progress through the game simply by killing 0:07:41.600,0:07:43.070 all of the enemies in each level. 0:07:43.070,0:07:46.620 That’s classified as a win, and it’s enough[br]to get you to the end of the game. 0:07:46.620,0:07:51.060 But you can also aim to win enough points[br]to finish the stage with a higher rank. 0:07:51.060,0:07:54.880 This is done through completing the level[br]more quickly, avoiding getting knocked down, 0:07:54.880,0:07:58.000 and - most importantly of all - killing enemies[br]in quick succession. 0:07:58.000,0:08:01.990 You see, every time you kill an enemy you[br]start a chain - and if you can kill another 0:08:01.990,0:08:04.840 within a couple seconds, you’ll keep the[br]chain going. 0:08:04.840,0:08:09.590 A big chain will multiply the score you receive[br]for killing enemies- up to 10 times the number 0:08:09.590,0:08:12.070 of points, for a chain of 10 or more foes. 0:08:12.070,0:08:16.380 And if you chain together every single enemy[br]in the stage, you’ll go one step further 0:08:16.380,0:08:19.620 and earn an S+ rank. 0:08:19.620,0:08:21.650 Keeping that chain going is a tricky challenge. 0:08:21.650,0:08:25.820 You’ll need to play much more aggressively,[br]prioritise enemies, and think more carefully 0:08:25.820,0:08:27.810 about using your special weapon. 0:08:27.810,0:08:31.790 And these red enemies - who generally take[br]more than two seconds to kill with your standard 0:08:31.790,0:08:35.780 weapon - need to be dealt with carefully to[br]keep your chain going. 0:08:35.780,0:08:39.620 So this means that Assault Android Cactus[br]uses its scoring system to give players an 0:08:39.620,0:08:43.479 additional level of challenge, a fundamentally[br]different way to play, and a way to experience 0:08:43.479,0:08:45.360 the game at its absolute best. 0:08:45.360,0:08:49.480 But developer Witch Beam did a couple clever[br]things to skip the most major downsides of 0:08:49.480,0:08:50.760 scoring systems. 0:08:50.760,0:08:55.130 For one, the designers ensured that the core[br]experience was available at every level of 0:08:55.130,0:08:58.570 play - not just for those who dived into high[br]scores. 0:08:58.570,0:09:02.020 You see, the game has a cool death mechanic[br]where you’re always running out of battery 0:09:02.020,0:09:06.101 and must constantly top up your juice by killing[br]enemies and picking up dropped power cells. 0:09:06.101,0:09:10.840 And so this means that the new player experience[br]- of frantically killing enemies to pick up 0:09:10.840,0:09:15.690 batteries - neatly mirrors the veteran experience[br]- of frantically killing enemies to keep your 0:09:15.690,0:09:17.020 score chain going. 0:09:17.020,0:09:21.340 Both put you in a high intensity panic, where[br]every split second of gameplay counts. 0:09:21.340,0:09:25.850 It’s just one is on the razor’s edge of[br]failure, and the other is on the edge of ruining 0:09:25.850,0:09:27.340 a perfect run. 0:09:27.340,0:09:31.470 And then, while scores do show up at the end[br]of levels, just like Bayonetta, the special 0:09:31.470,0:09:36.140 Pro Mode - where an S+ medal appears on the[br]screen, and then falls apart as soon as you 0:09:36.140,0:09:41.060 break your chain - only unlocks after you[br]chain together all the enemies in a single level. 0:09:41.060,0:09:45.880 Until you get there yourself, you might never[br]know that this extra mode exists. 0:09:45.880,0:09:49.580 Hiding this away until players prove their[br]worth is a neat way to stop players becoming 0:09:49.580,0:09:54.640 demoralised when they’re hit with crappy[br]medals at the very start of their experience. 0:09:54.640,0:09:59.170 So through this design, Assault Android Cactus[br]ends up being a game that is accessible and 0:09:59.170,0:10:03.430 thrilling for new players - but also hides[br]a secret second game for those who really 0:10:03.430,0:10:04.670 want to prove their skill. 0:10:04.670,0:10:08.580 And you don’t even need to change difficulty[br]modes - you just need to play differently 0:10:08.580,0:10:11.000 and better, than everyone else. 0:10:11.000,0:10:13.360 CACTUS: Oh no problem. I do that kind of thing all the time. 0:10:14.340,0:10:19.760 So scores might not fit into every game in 2018[br]- but when used carefully, they can provide 0:10:19.760,0:10:22.120 real benefits for game designers. 0:10:22.120,0:10:26.510 We may be long past the days of writing rude[br]words into coin-op leaderboards, but the thrill 0:10:26.510,0:10:30.720 of chasing down high scores is still alive[br]and well in modern game design. 0:10:32.640,0:10:33.740 Hey! Thanks for watching! 0:10:33.750,0:10:38.000 If you hadn’t noticed, I’ve started recommending[br]cool YouTube videos during this end screen 0:10:38.000,0:10:41.090 so go check them out for more interesting[br]content. 0:10:41.090,0:10:44.950 Patrons get a lot more recommendations every[br]month in their reading list. 0:10:44.950,0:10:51.460 And it’s those Patrons who keep GMTK alive,[br]free, and without adverts all over the videos! Cheers!